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General Tabletop Discussion
*Pathfinder & Starfinder
Judicious use and description of Minions [Edit-Now asking for stat analysis]
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<blockquote data-quote="Switchback" data-source="post: 4377347" data-attributes="member: 69793"><p>We should remember, the minion's 1 HP was not created for the purpose of mystery or better tactical gameplay, but simply to ease bookkeeping for the DM. But the wrench this throws into gameplay is luckily easily incorporated into the storyline of the game once everyone comes to the agreement and recognition that these creatures are your standard mooks or throwaway foils akin to thugs in a movie that a hero dispatches with great skill and panache. But for the whole thing to work, the heroes have to <em>know</em> they are mooks, excepting very special circumstances. </p><p></p><p>Because if one wanted to fairly add a sense of heroic randomness into combat, then it would have made far more sense to do something like not have minion's at all, but simply increase the standard creatures you will fight by a small handful but have those monsters slain instantly on a expanded critical hit (i.e. every natural 18, 19 or 20 that hits). </p><p></p><p>That way you could fairly plan against all creatures equally, and not have any fear of the silly dress up foes who might expend you resources in the wrong place or cause you to blow a battle simply because someone guesssed wrongly that something was a minion. </p><p></p><p>That design choice, though more fair to players, does nothing to really cut down the bookkeeping of the DM. So it doesn't work as well as the Minion mechanic they went with. A mechanic that however requires the players to be in on the gig for it to really add more good than bad to the game.</p></blockquote><p></p>
[QUOTE="Switchback, post: 4377347, member: 69793"] We should remember, the minion's 1 HP was not created for the purpose of mystery or better tactical gameplay, but simply to ease bookkeeping for the DM. But the wrench this throws into gameplay is luckily easily incorporated into the storyline of the game once everyone comes to the agreement and recognition that these creatures are your standard mooks or throwaway foils akin to thugs in a movie that a hero dispatches with great skill and panache. But for the whole thing to work, the heroes have to [I]know[/I] they are mooks, excepting very special circumstances. Because if one wanted to fairly add a sense of heroic randomness into combat, then it would have made far more sense to do something like not have minion's at all, but simply increase the standard creatures you will fight by a small handful but have those monsters slain instantly on a expanded critical hit (i.e. every natural 18, 19 or 20 that hits). That way you could fairly plan against all creatures equally, and not have any fear of the silly dress up foes who might expend you resources in the wrong place or cause you to blow a battle simply because someone guesssed wrongly that something was a minion. That design choice, though more fair to players, does nothing to really cut down the bookkeeping of the DM. So it doesn't work as well as the Minion mechanic they went with. A mechanic that however requires the players to be in on the gig for it to really add more good than bad to the game. [/QUOTE]
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Judicious use and description of Minions [Edit-Now asking for stat analysis]
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